/* ref_api.h - Xash3D render dll API Copyright (C) 2019 a1batross This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #pragma once #ifndef REF_API #define REF_API #include <stdarg.h> #include "com_image.h" #include "vgui_api.h" #include "render_api.h" #include "triangleapi.h" #include "const.h" #include "cl_entity.h" #include "com_model.h" #include "studio.h" #include "r_efx.h" #include "com_image.h" #define REF_API_VERSION 1 #define TF_SKY (TF_SKYSIDE|TF_NOMIPMAP) #define TF_FONT (TF_NOMIPMAP|TF_CLAMP) #define TF_IMAGE (TF_NOMIPMAP|TF_CLAMP) #define TF_DECAL (TF_CLAMP) #define FCONTEXT_CORE_PROFILE BIT( 0 ) #define FCONTEXT_DEBUG_ARB BIT( 1 ) #define FCVAR_READ_ONLY (1<<17) // cannot be set by user at all, and can't be requested by CvarGetPointer from game dlls // screenshot types #define VID_SCREENSHOT 0 #define VID_LEVELSHOT 1 #define VID_MINISHOT 2 #define VID_MAPSHOT 3 // special case for overview layer #define VID_SNAPSHOT 4 // save screenshot into root dir and no gamma correction // model flags (stored in model_t->flags) #define MODEL_CONVEYOR BIT( 0 ) #define MODEL_HAS_ORIGIN BIT( 1 ) #define MODEL_LIQUID BIT( 2 ) // model has only point hull #define MODEL_TRANSPARENT BIT( 3 ) // have transparent surfaces #define MODEL_COLORED_LIGHTING BIT( 4 ) // lightmaps stored as RGB #define MODEL_WORLD BIT( 29 ) // it's a worldmodel #define MODEL_CLIENT BIT( 30 ) // client sprite // goes into world.flags #define FWORLD_SKYSPHERE BIT( 0 ) #define FWORLD_CUSTOM_SKYBOX BIT( 1 ) #define FWORLD_WATERALPHA BIT( 2 ) #define FWORLD_HAS_DELUXEMAP BIT( 3 ) typedef enum { DEMO_INACTIVE = 0, DEMO_XASH3D, DEMO_QUAKE1 } demo_mode; typedef struct { msurface_t *surf; int cull; } sortedface_t; typedef struct ref_globals_s { qboolean developer; float time; // cl.time float oldtime; // cl.oldtime double realtime; // host.realtime double frametime; // host.frametime // viewport width and height int width; int height; qboolean fullScreen; qboolean wideScreen; vec3_t vieworg; vec3_t viewangles; vec3_t vforward, vright, vup; // todo: fill this without engine help // move to local // translucent sorted array sortedface_t *draw_surfaces; // used for sorting translucent surfaces int max_surfaces; // max surfaces per submodel (for all models) size_t visbytes; // cluster size int desktopBitsPixel; } ref_globals_t; enum { GL_KEEP_UNIT = -1, XASH_TEXTURE0 = 0, XASH_TEXTURE1, XASH_TEXTURE2, XASH_TEXTURE3, // g-cont. 4 units should be enough XASH_TEXTURE4, // mittorn. bump+detail needs 5 for single-pass MAX_TEXTURE_UNITS = 32 // can't access to all over units without GLSL or cg }; enum // r_speeds counters { RS_ACTIVE_TENTS = 0, }; // refdll must expose this default textures using this names #define REF_DEFAULT_TEXTURE "*default" #define REF_GRAY_TEXTURE "*gray" #define REF_WHITE_TEXTURE "*white" #define REF_BLACK_TEXTURE "*black" #define REF_PARTICLE_TEXTURE "*particle" #define REF_SOLIDSKY_TEXTURE "solid_sky" #define REF_ALPHASKY_TEXTURE "alpha_sky" typedef enum connstate_e { ca_disconnected = 0,// not talking to a server ca_connecting, // sending request packets to the server ca_connected, // netchan_t established, waiting for svc_serverdata ca_validate, // download resources, validating, auth on server ca_active, // game views should be displayed ca_cinematic, // playing a cinematic, not connected to a server } connstate_t; enum ref_defaultsprite_e { REF_DOT_SPRITE, // cl_sprite_dot REF_CHROME_SPRITE // cl_sprite_shell }; // the order of first three is important! // so you can use this value in IEngineStudio.StudioIsHardware enum ref_graphic_apis_e { REF_SOFTWARE, // hypothetical: just make a surface to draw on, in software REF_GL, // create GL context REF_D3D, // Direct3D }; typedef enum { SAFE_NO = 0, SAFE_NOMSAA, // skip msaa SAFE_NOACC, // don't set acceleration flag SAFE_NOSTENCIL, // don't set stencil bits SAFE_NOALPHA, // don't set alpha bits SAFE_NODEPTH, // don't set depth bits SAFE_NOCOLOR, // don't set color bits SAFE_DONTCARE, // ignore everything, let SDL/EGL decide SAFE_LAST, // must be last } ref_safegl_context_t; enum // OpenGL configuration attributes { REF_GL_RED_SIZE, REF_GL_GREEN_SIZE, REF_GL_BLUE_SIZE, REF_GL_ALPHA_SIZE, REF_GL_DOUBLEBUFFER, REF_GL_DEPTH_SIZE, REF_GL_STENCIL_SIZE, REF_GL_MULTISAMPLEBUFFERS, REF_GL_MULTISAMPLESAMPLES, REF_GL_ACCELERATED_VISUAL, REF_GL_CONTEXT_MAJOR_VERSION, REF_GL_CONTEXT_MINOR_VERSION, REF_GL_CONTEXT_EGL, REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_PROFILE_MASK, REF_GL_SHARE_WITH_CURRENT_CONTEXT, REF_GL_FRAMEBUFFER_SRGB_CAPABLE, REF_GL_CONTEXT_RELEASE_BEHAVIOR, REF_GL_CONTEXT_RESET_NOTIFICATION, REF_GL_CONTEXT_NO_ERROR, REF_GL_ATTRIBUTES_COUNT, }; enum { REF_GL_CONTEXT_PROFILE_CORE = 0x0001, REF_GL_CONTEXT_PROFILE_COMPATIBILITY = 0x0002, REF_GL_CONTEXT_PROFILE_ES = 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ }; // binary compatible with SDL and EGL_KHR_create_context(0x0007 mask) enum { REF_GL_CONTEXT_DEBUG_FLAG = 0x0001, REF_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG = 0x0002, REF_GL_CONTEXT_ROBUST_ACCESS_FLAG = 0x0004, REF_GL_CONTEXT_RESET_ISOLATION_FLAG = 0x0008 }; typedef enum ref_screen_rotation_e { REF_ROTATE_NONE = 0, REF_ROTATE_CW = 1, REF_ROTATE_UD = 2, REF_ROTATE_CCW = 3, } ref_screen_rotation_t; typedef struct remap_info_s { unsigned short textures[MAX_SKINS];// alias textures struct mstudiotex_s *ptexture; // array of textures with local copy of remapped textures short numtextures; // textures count short topcolor; // cached value short bottomcolor; // cached value model_t *model; // for catch model changes } remap_info_t; struct con_nprint_s; struct engine_studio_api_s; struct r_studio_interface_s; typedef enum { PARM_DEV_OVERVIEW = -1, PARM_THIRDPERSON = -2, PARM_QUAKE_COMPATIBLE = -3, PARM_PLAYER_INDEX = -4, // cl.playernum + 1 PARM_VIEWENT_INDEX = -5, // cl.viewentity PARM_CONNSTATE = -6, // cls.state PARM_PLAYING_DEMO = -7, // cls.demoplayback PARM_WATER_LEVEL = -8, // cl.local.water_level PARM_MAX_CLIENTS = -9, // cl.maxclients PARM_LOCAL_HEALTH = -10, // cl.local.health PARM_LOCAL_GAME = -11, PARM_NUMENTITIES = -12, // local game only PARM_NUMMODELS = -13, // cl.nummodels } ref_parm_e; typedef struct ref_api_s { int (*EngineGetParm)( int parm, int arg ); // generic // cvar handlers cvar_t *(*Cvar_Get)( const char *szName, const char *szValue, int flags, const char *description ); cvar_t *(*pfnGetCvarPointer)( const char *name, int ignore_flags ); float (*pfnGetCvarFloat)( const char *szName ); const char *(*pfnGetCvarString)( const char *szName ); void (*Cvar_SetValue)( const char *name, float value ); void (*Cvar_Set)( const char *name, const char *value ); void (*Cvar_RegisterVariable)( cvar_t *var ); void (*Cvar_FullSet)( const char *var_name, const char *value, int flags ); // command handlers int (*Cmd_AddCommand)( const char *cmd_name, void (*function)(void), const char *description ); void (*Cmd_RemoveCommand)( const char *cmd_name ); int (*Cmd_Argc)( void ); const char *(*Cmd_Argv)( int arg ); const char *(*Cmd_Args)( void ); // cbuf void (*Cbuf_AddText)( const char *commands ); void (*Cbuf_InsertText)( const char *commands ); void (*Cbuf_Execute)( void ); // logging void (*Con_Printf)( const char *fmt, ... ) _format( 1 ); // typical console allowed messages void (*Con_DPrintf)( const char *fmt, ... ) _format( 1 ); // -dev 1 void (*Con_Reportf)( const char *fmt, ... ) _format( 1 ); // -dev 2 // debug print void (*Con_NPrintf)( int pos, const char *fmt, ... ) _format( 2 ); void (*Con_NXPrintf)( struct con_nprint_s *info, const char *fmt, ... ) _format( 2 ); void (*CL_CenterPrint)( const char *s, float y ); void (*Con_DrawStringLen)( const char *pText, int *length, int *height ); int (*Con_DrawString)( int x, int y, const char *string, rgba_t setColor ); void (*CL_DrawCenterPrint)( void ); // entity management struct cl_entity_s *(*GetLocalPlayer)( void ); struct cl_entity_s *(*GetViewModel)( void ); struct cl_entity_s *(*GetEntityByIndex)( int idx ); struct cl_entity_s *(*R_BeamGetEntity)( int index ); struct cl_entity_s *(*CL_GetWaterEntity)( const vec3_t p ); qboolean (*CL_AddVisibleEntity)( cl_entity_t *ent, int entityType ); // brushes int (*Mod_SampleSizeForFace)( struct msurface_s *surf ); qboolean (*Mod_BoxVisible)( const vec3_t mins, const vec3_t maxs, const byte *visbits ); struct world_static_s *(*GetWorld)( void ); // returns &world mleaf_t *(*Mod_PointInLeaf)( const vec3_t p, mnode_t *node ); void (*Mod_CreatePolygonsForHull)( int hullnum ); // studio models void (*R_StudioSlerpBones)( int numbones, vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ); void (*R_StudioCalcBoneQuaternion)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, vec4_t q ); void (*R_StudioCalcBonePosition)( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, vec3_t adj, vec3_t pos ); void *(*R_StudioGetAnim)( studiohdr_t *m_pStudioHeader, model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ); void (*pfnStudioEvent)( const struct mstudioevent_s *event, const cl_entity_t *entity ); // efx void (*CL_DrawEFX)( float time, qboolean fTrans ); void (*CL_ThinkParticle)( double frametime, particle_t *p ); void (*R_FreeDeadParticles)( particle_t **ppparticles ); particle_t *(*CL_AllocParticleFast)( void ); // unconditionally give new particle pointer from cl_free_particles struct dlight_s *(*CL_AllocElight)( int key ); struct model_s *(*GetDefaultSprite)( enum ref_defaultsprite_e spr ); void (*R_StoreEfrags)( struct efrag_s **ppefrag, int framecount );// store efrags for static entities // model management model_t *(*Mod_ForName)( const char *name, qboolean crash, qboolean trackCRC ); void *(*Mod_Extradata)( int type, model_t *model ); struct model_s *(*pfnGetModelByIndex)( int index ); // CL_ModelHandle struct model_s *(*Mod_GetCurrentLoadingModel)( void ); // loadmodel void (*Mod_SetCurrentLoadingModel)( struct model_s* ); // loadmodel // remap struct remap_info_s *(*CL_GetRemapInfoForEntity)( cl_entity_t *e ); void (*CL_AllocRemapInfo)( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor ); void (*CL_FreeRemapInfo)( struct remap_info_s *info ); void (*CL_UpdateRemapInfo)( cl_entity_t *entity, int topcolor, int bottomcolor ); // utils void (*CL_ExtraUpdate)( void ); void (*Host_Error)( const char *fmt, ... ) _format( 1 ) NORETURN; void (*COM_SetRandomSeed)( int lSeed ); float (*COM_RandomFloat)( float rmin, float rmax ); int (*COM_RandomLong)( int rmin, int rmax ); struct screenfade_s *(*GetScreenFade)( void ); struct client_textmessage_s *(*pfnTextMessageGet)( const char *pName ); void (*GetPredictedOrigin)( vec3_t v ); color24 *(*CL_GetPaletteColor)(int color); // clgame.palette[color] void (*CL_GetScreenInfo)( int *width, int *height ); // clgame.scrInfo, ptrs may be NULL void (*SetLocalLightLevel)( int level ); // cl.local.light_level int (*Sys_CheckParm)( const char *flag ); // studio interface player_info_t *(*pfnPlayerInfo)( int index ); entity_state_t *(*pfnGetPlayerState)( int index ); void *(*Mod_CacheCheck)( struct cache_user_s *c ); void (*Mod_LoadCacheFile)( const char *path, struct cache_user_s *cu ); void *(*Mod_Calloc)( int number, size_t size ); int (*pfnGetStudioModelInterface)( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio ); // memory poolhandle_t (*_Mem_AllocPool)( const char *name, const char *filename, int fileline ); void (*_Mem_FreePool)( poolhandle_t *poolptr, const char *filename, int fileline ); void *(*_Mem_Alloc)( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline ); void *(*_Mem_Realloc)( poolhandle_t poolptr, void *memptr, size_t size, qboolean clear, const char *filename, int fileline ); void (*_Mem_Free)( void *data, const char *filename, int fileline ); // library management void *(*COM_LoadLibrary)( const char *name, int build_ordinals_table, qboolean directpath ); void (*COM_FreeLibrary)( void *handle ); void *(*COM_GetProcAddress)( void *handle, const char *name ); // filesystem byte* (*COM_LoadFile)( const char *path, fs_offset_t *pLength, qboolean gamedironly ); // use Mem_Free instead // void (*COM_FreeFile)( void *buffer ); int (*FS_FileExists)( const char *filename, int gamedironly ); void (*FS_AllowDirectPaths)( qboolean enable ); // video init // try to create window // will call GL_SetupAttributes in case of REF_GL qboolean (*R_Init_Video)( int type ); // will also load and execute renderer config(see R_GetConfigName) void (*R_Free_Video)( void ); // GL int (*GL_SetAttribute)( int attr, int value ); int (*GL_GetAttribute)( int attr, int *value ); void *(*GL_GetProcAddress)( const char *name ); void (*GL_SwapBuffers)( void ); // SW qboolean (*SW_CreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b ); void *(*SW_LockBuffer)( void ); void (*SW_UnlockBuffer)( void ); // gamma void (*BuildGammaTable)( float lightgamma, float brightness ); byte (*LightToTexGamma)( byte color ); // software gamma support qboolean (*R_DoResetGamma)( void ); // renderapi lightstyle_t* (*GetLightStyle)( int number ); dlight_t* (*GetDynamicLight)( int number ); dlight_t* (*GetEntityLight)( int number ); int (*R_FatPVS)( const float *org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis ); const struct ref_overview_s *( *GetOverviewParms )( void ); double (*pfnTime)( void ); // Sys_DoubleTime // event api struct physent_s *(*EV_GetPhysent)( int idx ); struct msurface_s *( *EV_TraceSurface )( int ground, float *vstart, float *vend ); struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehull, int ignore_pe ); struct pmtrace_s *(*EV_VisTraceLine )( float *start, float *end, int flags ); struct pmtrace_s (*CL_TraceLine)( vec3_t start, vec3_t end, int flags ); struct movevars_s *(*pfnGetMoveVars)( void ); // imagelib void (*Image_AddCmdFlags)( uint flags ); // used to check if hardware dxt is supported void (*Image_SetForceFlags)( uint flags ); void (*Image_ClearForceFlags)( void ); qboolean (*Image_CustomPalette)( void ); qboolean (*Image_Process)( rgbdata_t **pix, int width, int height, uint flags, float reserved ); rgbdata_t *(*FS_LoadImage)( const char *filename, const byte *buffer, size_t size ); qboolean (*FS_SaveImage)( const char *filename, rgbdata_t *pix ); rgbdata_t *(*FS_CopyImage)( rgbdata_t *in ); void (*FS_FreeImage)( rgbdata_t *pack ); void (*Image_SetMDLPointer)( byte *p ); poolhandle_t (*Image_GetPool)( void ); const struct bpc_desc_s *(*Image_GetPFDesc)( int idx ); // client exports void (*pfnDrawNormalTriangles)( void ); void (*pfnDrawTransparentTriangles)( void ); render_interface_t *drawFuncs; } ref_api_t; struct mip_s; // render callbacks typedef struct ref_interface_s { // construct, destruct qboolean (*R_Init)( void ); // context is true if you need context management // const char *(*R_GetInitError)( void ); void (*R_Shutdown)( void ); const char *(*R_GetConfigName)( void ); // returns config name without extension qboolean (*R_SetDisplayTransform)( ref_screen_rotation_t rotate, int x, int y, float scale_x, float scale_y ); // only called for GL contexts void (*GL_SetupAttributes)( int safegl ); void (*GL_InitExtensions)( void ); void (*GL_ClearExtensions)( void ); void (*R_BeginFrame)( qboolean clearScene ); void (*R_RenderScene)( void ); void (*R_EndFrame)( void ); void (*R_PushScene)( void ); void (*R_PopScene)( void ); void (*GL_BackendStartFrame)( void ); void (*GL_BackendEndFrame)( void ); void (*R_ClearScreen)( void ); // clears color buffer on GL void (*R_AllowFog)( qboolean allow ); void (*GL_SetRenderMode)( int renderMode ); qboolean (*R_AddEntity)( struct cl_entity_s *clent, int type ); void (*CL_AddCustomBeam)( cl_entity_t *pEnvBeam ); void (*R_ProcessEntData)( qboolean allocate ); // debug void (*R_ShowTextures)( void ); // texture management const byte *(*R_GetTextureOriginalBuffer)( unsigned int idx ); // not always available int (*GL_LoadTextureFromBuffer)( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update ); void (*GL_ProcessTexture)( int texnum, float gamma, int topColor, int bottomColor ); void (*R_SetupSky)( const char *skyname ); // 2D void (*R_Set2DMode)( qboolean enable ); void (*R_DrawStretchRaw)( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ); void (*R_DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ); void (*R_DrawTileClear)( int texnum, int x, int y, int w, int h ); void (*FillRGBA)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space void (*FillRGBABlend)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space int (*WorldToScreen)( const vec3_t world, vec3_t screen ); // Returns 1 if it's z clipped // screenshot, cubemapshot qboolean (*VID_ScreenShot)( const char *filename, int shot_type ); qboolean (*VID_CubemapShot)( const char *base, uint size, const float *vieworg, qboolean skyshot ); // light colorVec (*R_LightPoint)( const float *p ); // decals // Shoots a decal onto the surface of the BSP. position is the center of the decal in world coords void (*R_DecalShoot)( int textureIndex, int entityIndex, int modelIndex, vec3_t pos, int flags, float scale ); void (*R_DecalRemoveAll)( int texture ); int (*R_CreateDecalList)( struct decallist_s *pList ); void (*R_ClearAllDecals)( void ); // studio interface float (*R_StudioEstimateFrame)( cl_entity_t *e, mstudioseqdesc_t *pseqdesc ); void (*R_StudioLerpMovement)( cl_entity_t *e, double time, vec3_t origin, vec3_t angles ); void (*CL_InitStudioAPI)( void ); // bmodel void (*R_InitSkyClouds)( struct mip_s *mt, struct texture_s *tx, qboolean custom_palette ); void (*GL_SubdivideSurface)( msurface_t *fa ); void (*CL_RunLightStyles)( void ); // sprites void (*R_GetSpriteParms)( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite ); int (*R_GetSpriteTexture)( const model_t *m_pSpriteModel, int frame ); // model management // flags ignored for everything except spritemodels void (*Mod_LoadMapSprite)( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded ); qboolean (*Mod_ProcessRenderData)( model_t *mod, qboolean create, const byte *buffer ); void (*Mod_StudioLoadTextures)( model_t *mod, void *data ); // efx implementation void (*CL_DrawParticles)( double frametime, particle_t *particles, float partsize ); void (*CL_DrawTracers)( double frametime, particle_t *tracers ); void (*CL_DrawBeams)( int fTrans , BEAM *beams ); qboolean (*R_BeamCull)( const vec3_t start, const vec3_t end, qboolean pvsOnly ); // Xash3D Render Interface // Get renderer info (doesn't changes engine state at all) int (*RefGetParm)( int parm, int arg ); // generic void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale ); void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha ); float (*GetFrameTime)( void ); // Set renderer info (tell engine about changes) void (*R_SetCurrentEntity)( struct cl_entity_s *ent ); // tell engine about both currententity and currentmodel void (*R_SetCurrentModel)( struct model_s *mod ); // change currentmodel but leave currententity unchanged // Texture tools int (*GL_FindTexture)( const char *name ); const char* (*GL_TextureName)( unsigned int texnum ); const byte* (*GL_TextureData)( unsigned int texnum ); // may be NULL int (*GL_LoadTexture)( const char *name, const byte *buf, size_t size, int flags ); int (*GL_CreateTexture)( const char *name, int width, int height, const void *buffer, texFlags_t flags ); int (*GL_LoadTextureArray)( const char **names, int flags ); int (*GL_CreateTextureArray)( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ); void (*GL_FreeTexture)( unsigned int texnum ); // Decals manipulating (draw & remove) void (*DrawSingleDecal)( struct decal_s *pDecal, struct msurface_s *fa ); float *(*R_DecalSetupVerts)( struct decal_s *pDecal, struct msurface_s *surf, int texture, int *outCount ); void (*R_EntityRemoveDecals)( struct model_s *mod ); // remove all the decals from specified entity (BSP only) // AVI void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data ); // glState related calls (must use this instead of normal gl-calls to prevent de-synchornize local states between engine and the client) void (*GL_Bind)( int tmu, unsigned int texnum ); void (*GL_SelectTexture)( int tmu ); void (*GL_LoadTextureMatrix)( const float *glmatrix ); void (*GL_TexMatrixIdentity)( void ); void (*GL_CleanUpTextureUnits)( int last ); // pass 0 for clear all the texture units void (*GL_TexGen)( unsigned int coord, unsigned int mode ); void (*GL_TextureTarget)( unsigned int target ); // change texture unit mode without bind texture void (*GL_TexCoordArrayMode)( unsigned int texmode ); void (*GL_UpdateTexSize)( int texnum, int width, int height, int depth ); // recalc statistics void (*GL_Reserved0)( void ); // for potential interface expansion without broken compatibility void (*GL_Reserved1)( void ); // Misc renderer functions void (*GL_DrawParticles)( const struct ref_viewpass_s *rvp, qboolean trans_pass, float frametime ); colorVec (*LightVec)( const float *start, const float *end, float *lightspot, float *lightvec ); struct mstudiotex_s *( *StudioGetTexture )( struct cl_entity_s *e ); // passed through R_RenderFrame (0 - use engine renderer, 1 - use custom client renderer) void (*GL_RenderFrame)( const struct ref_viewpass_s *rvp ); // setup map bounds for ortho-projection when we in dev_overview mode void (*GL_OrthoBounds)( const float *mins, const float *maxs ); // grab r_speeds message qboolean (*R_SpeedsMessage)( char *out, size_t size ); // get visdata for current frame from custom renderer byte* (*Mod_GetCurrentVis)( void ); // tell the renderer what new map is started void (*R_NewMap)( void ); // clear the render entities before each frame void (*R_ClearScene)( void ); // GL_GetProcAddress for client renderer void* (*R_GetProcAddress)( const char *name ); // TriAPI Interface // NOTE: implementation isn't required to be compatible void (*TriRenderMode)( int mode ); void (*Begin)( int primitiveCode ); void (*End)( void ); void (*Color4f)( float r, float g, float b, float a ); // real glColor4f void (*Color4ub)( unsigned char r, unsigned char g, unsigned char b, unsigned char a ); // real glColor4ub void (*TexCoord2f)( float u, float v ); void (*Vertex3fv)( const float *worldPnt ); void (*Vertex3f)( float x, float y, float z ); void (*Fog)( float flFogColor[3], float flStart, float flEnd, int bOn ); //Works just like GL_FOG, flFogColor is r/g/b. void (*ScreenToWorld)( const float *screen, float *world ); void (*GetMatrix)( const int pname, float *matrix ); void (*FogParams)( float flDensity, int iFogSkybox ); void (*CullFace)( TRICULLSTYLE mode ); // vgui drawing implementation void (*VGUI_DrawInit)( void ); void (*VGUI_DrawShutdown)( void ); void (*VGUI_SetupDrawingText)( int *pColor ); void (*VGUI_SetupDrawingRect)( int *pColor ); void (*VGUI_SetupDrawingImage)( int *pColor ); void (*VGUI_BindTexture)( int id ); void (*VGUI_EnableTexture)( qboolean enable ); void (*VGUI_CreateTexture)( int id, int width, int height ); void (*VGUI_UploadTexture)( int id, const char *buffer, int width, int height ); void (*VGUI_UploadTextureBlock)( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ); void (*VGUI_DrawQuad)( const vpoint_t *ul, const vpoint_t *lr ); void (*VGUI_GetTextureSizes)( int *width, int *height ); int (*VGUI_GenerateTexture)( void ); } ref_interface_t; typedef int (*REFAPI)( int version, ref_interface_t *pFunctionTable, ref_api_t* engfuncs, ref_globals_t *pGlobals ); #define GET_REF_API "GetRefAPI" typedef void (*REF_HUMANREADABLE_NAME)( char *out, size_t len ); #define GET_REF_HUMANREADABLE_NAME "GetRefHumanReadableName" #ifdef REF_DLL #define DEFINE_ENGINE_SHARED_CVAR( x, y ) cvar_t *x = NULL; #define DECLARE_ENGINE_SHARED_CVAR( x, y ) extern cvar_t *x; #define RETRIEVE_ENGINE_SHARED_CVAR( x, y ) \ if(!( x = gEngfuncs.pfnGetCvarPointer( #y, 0 ) )) \ gEngfuncs.Host_Error( S_ERROR "engine betrayed us and didn't gave us %s cvar pointer\n", #y ); #define ENGINE_SHARED_CVAR_NAME( f, x, y ) f( x, y ) #define ENGINE_SHARED_CVAR( f, x ) ENGINE_SHARED_CVAR_NAME( f, x, x ) // cvars that's logic is shared between renderer and engine // actually, they are just created on engine side for convinience // and must be retrieved by renderer side // sometimes it's done to standartize cvars to make it easier for users #define ENGINE_SHARED_CVAR_LIST( f ) \ ENGINE_SHARED_CVAR_NAME( f, vid_gamma, gamma ) \ ENGINE_SHARED_CVAR_NAME( f, vid_brightness, brightness ) \ ENGINE_SHARED_CVAR_NAME( f, gl_showtextures, r_showtextures ) \ ENGINE_SHARED_CVAR( f, r_speeds ) \ ENGINE_SHARED_CVAR( f, r_fullbright ) \ ENGINE_SHARED_CVAR( f, r_norefresh ) \ ENGINE_SHARED_CVAR( f, r_lightmap ) \ ENGINE_SHARED_CVAR( f, r_dynamic ) \ ENGINE_SHARED_CVAR( f, r_drawentities ) \ ENGINE_SHARED_CVAR( f, r_decals ) \ ENGINE_SHARED_CVAR( f, r_showhull ) \ ENGINE_SHARED_CVAR( f, gl_vsync ) \ ENGINE_SHARED_CVAR( f, gl_clear ) \ ENGINE_SHARED_CVAR( f, cl_himodels ) \ ENGINE_SHARED_CVAR( f, cl_lightstyle_lerping ) \ ENGINE_SHARED_CVAR( f, tracerred ) \ ENGINE_SHARED_CVAR( f, tracergreen ) \ ENGINE_SHARED_CVAR( f, tracerblue ) \ ENGINE_SHARED_CVAR( f, traceralpha ) \ ENGINE_SHARED_CVAR( f, r_sprite_lerping ) \ ENGINE_SHARED_CVAR( f, r_sprite_lighting ) \ ENGINE_SHARED_CVAR( f, r_drawviewmodel ) \ ENGINE_SHARED_CVAR( f, r_glowshellfreq ) \ #define DECLARE_ENGINE_SHARED_CVAR_LIST() \ ENGINE_SHARED_CVAR_LIST( DECLARE_ENGINE_SHARED_CVAR ) #define DEFINE_ENGINE_SHARED_CVAR_LIST() \ ENGINE_SHARED_CVAR_LIST( DEFINE_ENGINE_SHARED_CVAR ) #define RETRIEVE_ENGINE_SHARED_CVAR_LIST() \ ENGINE_SHARED_CVAR_LIST( RETRIEVE_ENGINE_SHARED_CVAR ) #endif #endif // REF_API